IWDification Returns with a Shiny New Beta

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I don't understand why in your mod (Scales of Balance) you patch both the CLABTHxx tables and the .CRE files with spellstate 252..... Why not just the CLABTHxx tables for example? I mean, if a .CRE is coded as a Thief (or kitted Thief), it should automatically receive the spellstate once it reaches the appropriate level.....

They have a "level" stat coded in, but they never level up, and they don't have any CLAB effects applied to them. So for the PC & co., they can get Evasion from the CLAB table.

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Rather than advocating changes to SCS that we don't totally understand, let's remember that SCS may not intend to do what you're talking about. DavidW is adding changes for v32 that will exclude most or all mod-added kit effects from being applied to enemy .CREs.

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It's really simple: if parameter1 of opcode #328 is set to 252 (EVASION_CHECK), then the special field must be set to 1 (IWD2 mode).

The problem is that SCS sets it to 0 and this is not good......

I'm glad to hear the next version will apply only vanilla kit effects to enemy CREs, but for the time being it'd be nice to have a temporary fix........

I honestly don't understand what the issue is. SCS does not work with IWDEE, and there is no mod that uses opcode 328 to set spellstate 252 for evasion checks. Well - no mod except mine, AFAIK. And my mod gives Evasion to enemy .CRE files directly, without any need for SCS intervention (and it sets the 'Special' field to 1).

What am I missing? Did IWDification add this and I didn't hear about it? (It's not in the readme or in the v4/v5 changelog.) Or did you just apply this on your personal install, and you're talking about how SCS handles that? Regardless, in either case, I say again that the best practice is to not rely on SCS, but to simply set the spellstate on enemy .CREs manually.

See here for an adaptation of k4thos' macro to identify joniable/non-joinable NPCs:

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Oh. Does SCS change the effects added by SoB? Or does it (as I hope and expect) add additional 328 effects with special = 0?

I guess either case is bad, just to varying degrees. It's probably worth mentioning on the SCS forum, then. People are actively working on it, this is the perfect time to iron out all the bugs we can find.

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Moreover, the same happens if you do not add that opcode to enemy thieves (i.e., if you just add it to the appropriate CLAB tables:

Well yeah - that's what SCS v31 and below is designed to do. I mean, special = 0 is a bug, but it's a very small one. If SCS is messing with CRE effects that I apply manually, on the other hand, that's a much bigger deal.

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"Small" as in a 1-character difference, and presumably fairly easy to fix.

This is DavidW's full answer to opcode #328 (in case you missed it in the other thread):

"Because SCS's kit-processing system doesn't think to check for the "special" field. (I think that bit of code probably predates any extensive use of the field in the EE.)

It's fixable; on the other hand, I'm persuaded by subtledoctor that it's not sensible for compatibility for SCS to try being that broad in its approach to kits, so from v32 I'll be leaving it to other mods to impose their own kit effects if they add them."

So: from v32 on, SCS will process only vanilla kit effects and hopefully there will be no more issues like this one......